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Thread: BROKEN CRESCENT: TEAM + BC 2.0 & PATCH 2.02 Previews

  1. #1
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    Default BROKEN CRESCENT: TEAM + BC 2.0 & PATCH 2.02 Previews

    BROKEN CRESCENT 1.0 & 2.0 DEVELOPMENT TEAM

    MEMBERS

    -- Ahiga (the source man) -- AlphaDelta (the machine) -- GrandViZ (the thinker) -- Kinniken (the coder) -- Miraj (the saracen) -- Strelac (the archer) -- Yelu Dashi (the khitan) --





    ACTIVITIES

    SKINNING

    AlphaDelta

    Yelu Dashi (KK, Mongols)

    Strelac


    MODELING

    AlphaDelta

    Yelu Dashi (KK, Mongols)

    Strelac


    MAPPING

    Miraj


    2D ART AND DESIGN

    AlphaDelta (menu, unit cards, symbols, loading screens)
    Ahiga (loading screens)
    Strelac (unit cards, loading screens)


    CAMPAIGN CODING AND SCRIPTING

    GrandViZ - campaign AI, diplomacy, scripting, AOR, EDB generation, game balance
    Strelac - AOR, EDU generation, unit statistics
    Miraj - ancillaries, traits, scripting


    UNIT AND BATTLE CONFIGURATION

    GrandViZ - battle AI and configuration
    Strelac - battle configuration (ladder, siege towers, corridor behavior), projectile physics, new blood


    ANIMATIONS

    Strelac - Elephant archers, elephant javelins, new pikeman, 2H swordsmen commander


    CODING AND TOOLS

    Kinniken - EDU STAT Tool, EDB Recruit Tool
    GrandViZ - Installation Tool, Localization




    MOD MUSIC

    Official BC Musical Soundtrack: Aeranis
    Ahiga (Organization and Direction)
    AlokaParyetra (Indian Muic)
    ShayanMirza (Persian & Turkish Music)
    GrandViZ (Mehter & Turkish Music)



    BC CONTRIBUTORS

    B.Ward (Islamic strat general models and skins)
    Pacco (New ERE Kite shield skins)
    Leif_ericson (New ERE round shield skins)
    Indian_Boy90 (3d accesories contributions, rajput ancillaries and traits, rajput temples)
    IrAr (Armenians names list)
    Aethelred (provincial map)


    RESEARCH WORK


    LEAD RESEARCHERS

    Ahiga the Source Man (faction rosters, unit ideas, factions research, military historian)
    AlphaDelta the Machine (faction rosters, unit ideas, faction research, military historian)
    Keravnos the Roman(Visual Research in artwork and photographs, unit ideas and information)
    Jermagon the Pious (ancillaries, titles, historically accurate family trees)


    HISTORIAN REFERENCES

    Randarkmaan (research, visual and textual information on western muslim factions)
    Yelu Dashi (KK, Mongols)
    Tadzreuli (Georgia)
    nnnm (illustrations and sketches)
    Boztorgai_Khan (kypchaks names, family tree)
    Celtic Pagan (macrohistorian)
    MaximanusBR (historical events)
    Manuel Komnenos (byzantium)
    Indian_Boy90 (Rajputs)
    John I Tzimisces, Drtad, Ermeni, King Arsen (Armenia)
    Khaled.Ibn.Waled (Muslims, Illustrations)
    Al Masri (Egypt/Arabs)
    Beuchamp (Oman, Arabs)
    Hruthwulf (historical events/disasters)
    Shadibadoo (names, traits ancs ideas)
    Averroes (steppe settlement research help)
    Little Legionaire (Photo Tours Weaponry & Architecture through Istanbul Museum, Topkapi, and Hagia Sophia)



    TEXT / DESCRIPTIONS

    Ahiga
    AdmiringtheEnemyEh?
    teh.frickin.pope
    Tadzreuli
    Irar
    Jermagon
    Ieuano
    Player44
    Kalos
    Vindicare
    Bernem
    The Celt
    Keravnos
    Drtad
    Lykaor
    Slash5
    Averroes
    KonfuseQ


    MODING TOOLS

    Kinniken - EDU Stat Calculator Tool, EDB Generator Tool
    GrumpyOldMan - Unit mesh converter
    KnightErrant - Mount to mesh converter


    TECHNICAL CONTRIBUTERS

    Commander_Ruunu (BC Multiplayer administrator)
    Beiss of Xenophonia (audio advisor)
    DeRougemont of The Character Names Project (names tutorial)
    bdh for his mapping technique
    Snipafist for helping solve indestructible buildings issues.



    SIGS, ADVERTISING AND MEDIA

    SirPaladin
    Sinan
    Bdotward
    Dmesa
    King Arsen
    Atterdag
    Kaiser_Invicitus


    PUBLICITY

    Boomtown UK Article
    (http://pc.boomtown.net/en_uk/articles/art.view.php?id=16553)

    Bulgaroctonus - Eagle Interview
    Sextus Loverlord - Eagle Article http://www.twcenter.net/forums/showt...hp?t=125939#BC

    4Players
    http://www.4players.de

    If you feel you contributed and are not on the list, please PM any of the BC active members.

  2. #2
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    Icon5 BROKEN CRESCENT: TEAM + BC 2.0 & PATCH 2.02 Previews

    BC 2.0 Preview
    Introduction

    Introduction

    • BC 2.0 will be full standalone patch for MTW2 (non Kingdoms version of the game). NO previous version of the BC is needed.
    • BC 2.0 will work if you have Kingdom installed, however you must use the MTW executable to launch the game.
    • BC 2.0 is not save game compatible and it will require starting of the new campaign.
    What’s new
    What’s new
    BC 2.0 is the product or many months of development. The most obvious changes from the first release will be the new AOR system, newly reworked units by Strelac and YeluDashi, newly configured factions and recruitment system, various graphical contribution form community artist like Pacco, Bward and Leif_Erickson
    In addition to visual upgrades, BC 2.0 features brand new unit balance system, economy, as well as the newly adjusted diplomatic system. BC 2.0 embraces various suggestions, complaints and new ideas, by BC players and Dev team, to offer more polished and improved game play. As always, we will continue to monitor our work, and listen to your recommendations and reports, with scope to shape the BC mod to meet expectations of large variety of BC player

    Recruitment

    Recruitment is in BC 2.0 broken into the Native Region recruitment tree and Auxiliary Regions recruitment tree.

    Native Recruitment
    Native recruitment starts and stop in the regions first settled by the factions. *Everything outside the native regions is considered AOR recruitment.
    In BC 2.0 recruitment of native units will be still constrained to the building tree, however, the technology gap has been reduced to allow recruitment of the highest tier units already in level 3 of barracks, stables or missile range. As the development of the training building advances, availability of low level, untrained native units will diminish, leaving only the professional army recruitment toward mid to end of the campaign. The presence of high Class units (Elites) is minimized mainly by rate of occurrence in the training building, although, cost will also play a moderate factor in units selection.

    AOR Recruitment

    Fig 1: AOR Regions


    BC 2.0 uses on auxiliary system to provide unit recruitment for each faction on non-native areas, or otherwise considered captured territory. The Auxiliary system allows for realistic recruitment of regionally characteristic units. The BC 2.0 Aux system is only a baseline for further work development which could be limitlessly expended.

    The auxiliary territories are divided into 15 new regions (See Fig 1). Each region offer 3 classes of unit types: Levy – Professional – and *Nobles. In addition, KOJ and Muslim faction also feature mounted and dismounted units as part of the solely religious supporter group.



    • AOR Levy units

    These can range from different types of inf and cav, commonly characterized as Class 1- 2 strength of units. These units are available to all faction regardless of faction’s territorial, religious or cultural background, and they simulate common men being turned into the fighting force either forcefully or voluntarily. They are recruited in castles or cities.


    • AOR Professionals.

    These can range from different types of inf and cav, commonly characterized as Class 3-4 strength of units. These units are available to *all faction regardless of faction’s territorial, religious or cultural background, and they simulate trained local recruits, and available in castles only.


    • AOR Nobles

    These units are represented as heavy cav, or cav archer of Class 4 of BC system of units.
    Every occupier puts and emphasis in winning the support of local rulers. The AOR Nobles simulate the landlords of the region who are willing to join the occupying force from financial or other reasons. Nobles are recruited in predefined cities or castles, and they are not tied to the building tree development, which means that they are recruitable from the beginning of the game. *All factions can recruit nobles in any regions regardless of faction’s territorial, religious or cultural background.

    *Exception: KOJ is the only faction excluded from recruiting some ‘Muslim’ nobles, or some Muslim based professional AOR units. This is aligned with strategy that KOJ must attract the native ‘supporters’ of the cause to join the recruitment ranks. For this purpose, KOJ is “allowed” some native recruitment outside its native territories.


    • AOR Religious supporters

    These units are divided into Muslims or Christian heavy inf and heavy cav. A religious and logistical preconditions must be met in order to recruit these units.

    Muslim Infantry Supporters
    Inspired by local rules to aid the ruling sultan, in order to secure favorable place in the new regime for their rulers. These are able men, well armed and provided by their rulers.
    Since there are highly skilled, it’s conceivable that they are of the local rules personal regiment, which makes them scarce. Their recruiting cost is low, and their primary income comes from pillaging captured cities and armies, which by Islamic rule they are entitled and obligated to do. In BC this will reflect on high upkeep costs. They travel with caravans, and pilgrims to the frontier cities to extend their help in fight against unbelievers.
    Minimum preconditions for recruitment is city SilkRoad level 2

    Muslim Jihad Cavalry - Askari Nobles
    Warrior-Aristocrats of the greater Arab world, it is a greater bond than mere tribal or feudal blood which draws these expert soldiers to all corners of the Islamic World. The spirit of Jihad, the righteous defense of all lands held by those who obey the Holy Word of Allah, swells the hearts of noble birth and equally noble spirit. But no petty squabble of a selfish Sultan will stir these peers to the Latin's Knights, only the greatest of threats to the greatest of Dar Al-Islam's cities will spur the Askari to battle. Minimum preconditions for recruitment is city Jama.

    Crusader Infantry- Crusader Sergeants
    Destiny, desire, fate, the will of the Almighty, or mere circumstance has brought many from Latin Christendom to the shores of Asia. Though what drives them to the Holy Lands and those beyond vary, what unites these wayward children of the Latin West is the brotherhood brought on by war. Too poor to afford horse, too rich to be sequestered to that of skirmishing crossbowman, they assume the role of strong-armed spearmen. They are available only to KOJ. Minimum preconditions for recruitment is dockyard (Shipwright –C) and presence of catholic church (small chapel –C) in the region.

    Crusader Cavalry - Norman Knights
    As if bloodied kin borne from the same torn womb, the Normans and Turks shook the foundation of Christendom and the Dar Al-Islam respectively. Theirs would be a legacy which would forever change the nature of warfare for their respective communities, instituting a superiority of equestrian warriors not to be eclipsed for many centuries. With their ancestors of Northmen Vikings and Turkish Nomads emerging roughly simultaneously, these two maelstroms of North-West and North-East swept across the world of Islam and Christendom to contest for the throne of martial supremacy of the known world in the Near East. Their ranks consisting of Normans drawn from the full breathe of battlefield experience across Christendom and her frontiers, these knights represent the very best of their warrior class outside perhaps only the Religious Orders. Their arnaments are at the cutting edge of Latin Christendom.....It is with these spears which their task is realized, achieving the same vicious, unrelenting disciplined charge which brought the lands of Christ back into the fold of Christendom and shall see to it that the savior's feet touch down upon the soil of his disciples - not the sands of Muhammad.
    Available to all Christian factions except Makuria. Minimum preconditions for recruitment is Council Chamber for all regions for KOJ. Other Christian factions are limited only to the “noble-cities” regions (see Fig 1)

    BC System of Units

    Changes from old system for unit balance.

    Classes vs. Tiers
    Classes are now used in the EDU to symbolize the overall “worth” of the unit in the battle. Tiers are used for building recruitment system, and often do not correspond to classes. For example, a unit can be Tier 1, which means that is recruitable from early stages of campaign, but it can be Class 2, based on its battle grade.
    Classes directly impact: defense, attack points, moral, charge, range (for missiles)

    Unit types and battle behavior
    BC 1.5 separates various groups and subgroups of unit types based on their primary objectives. Stats are then assigned accordingly.

    Code:
                
    Heavy Cav 
    
    
    • General – can be charger, HA or defensive cav
    • Chargers – excellent charge, excellent moral, excellent defense, excellent melee attack, if with bow then min missile count, and good missile accuracy.
    • HA – poor charge, good melee, excellent missile attack, good defense, retreats
    • Defensive cav – Excellent defense, poor charge, poor attack, good moral
    Light Cav
    • Shock cav – good charge, good moral, poor defense.
    • Missile cav (HA/Jav) – retreats, poor charge, poor moral, good defense
    Elephants
    • General unit – can be charger or missile unit
    • Chargers – heavy cav, good charge, excellent moral, good defense
    • Missile units – light cav, poor charge, poor moral, good defense
    Heavy Inf
    • Spearmen – poor melee properties, good anti cav properties, excellent charge resistance
    • Melee – excellent melee, poor anti cav, excellent charge resistance
    • Missile Hybrids – good melee, good missiles, poor anti cav, good charge resistance
    • Missiles – poor melee, excellent missiles, poor anti cav, good charge resistance
    Light Inf
    • Spearmen – poor melee, poor anticav, poor charge resistance
    • Melee – good melee, poor anticav, poor charge resistance
    • Missiles – good missiles, poor anticav, poor charge resistance


    Each subgroup is solved separately in terms of battle performance. For example, the Heavy HA has some diminished stats properties compare to a standard Heavy Cav Charger unit, or in same case Heavy HA is shaped primarily as charger with minimum number of arrows. In the end, the tradeoff factor had to be established to prevent players to spam battle with “all purpose” units with no trade-off effect. The other example is heavy missile inf, these units are now characterized as primarily inf unit (less missiles and lower accuracy projectile then standard missile units of the same Class). Nevertheless, the advantage of so call hybrid cav or inf unit is still maintained, but with balanced benefits from both category..

    Defenses
    Defenses in BC 2.0 are primarily designed around units ability to withstand cav charge. Defense is now product of unit Class, shield size, armor, and defensive property. These inputs resolve to total defense value. The function used is as following:
    If total defense >= 25 then unit has excellent defense against cav charge
    If total defense is smaller then 25, the units ability to withstand charge is degraded with every point drop in total defense. Anything below total defense 20 is considered poor charge resistance.

    Missiles
    Missile system is now based on the accuracy of the projectiles. There is 4 classes of projectiles based on accuracy settings and type of weapon

    Code:
    Levy - for untrained archer units
    Medium - for trained archer units
    High - for trained professional units
    Ultra High - For trained professional based of faction selection.
    Attack points are the same for med - ultrahigh.
    Different flight profiles exist for HA, Longbows, Composite, HA and Xbows, to make visual distinguishing of different projectile weapons based on realistic expectations. The accuracy concept applies for all types of projectile, with different values based on primary and secondary purpose of the unit. For example, HA get less accurate arrows but more projectiles, while Xbow gets better accuracy with less projectiles. So if you compare tier 3 HA vs tier 3 XBOW, the kill potential is the same because HA, can in many instances use the ability of cav against targets.


    Unit Cost
    Unit cost is now directly derived based on unit type, Class, weapon type, number of man in the formation, and cost of animal if mounted. This formula is applied universally across all units. What this mean that economical impact on unit recruitment is now centered only on the player, while AI economic balance is offset with regularly added income. This method also eliminates the inconsistency from units of the same Class but different factions costing differently, which ultimately made it difficult to balance the faction economical system. You will get what you pay for in terms of skill and overall battle qualities regardless of what faction is played.
    Auxiliary units may have different costing values, while mercenary cost has been increased from pervious release.

    Continuing on page 2
    Last edited by wudang_clown; January 28, 2011 at 05:54 PM.

  3. #3
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    Default Re: Broken Crescent 1.5 Preview

    New Units Preview

    New Units Preview
    BC 2.0 will feature over 40 new or newly edited units, adding to the existing factions, AOR tree, or replacing some of the existing units. Solanki Rajputs and Mongols have gotten completely new unit models and texture, replacing the old ones used with the previous patch.
    The preview below shows only some of the new units. Yellu Dashi is exclusively responsible for Mongol roster. New Muslim officers are work done by B.Ward. All other units have been done by Strelac.
    All descriptions composed by Ahiga.

    Paramaras

    (Solanki Rajputs)

    India, the song that has time and time again soothed the savage beast drawn foaming at the mouth from the Hindu Kush. Those that come in rapine and rampage are cleansed by her beauty and grace into noble and handsome Kshatriya, steadfastly defending her honor against those that would soil her fertile soil. And amongst her champions stands proudly the Paramara, who amongst the Rajputs has woven the deepest into the fabric of the Indo-Gangetic Plains. Confronted by the ambitious Prithviraj the Third of Chauhan, the Solanki stand poised to unite the whole of India as Gupta, Kushan, and Mauryan had before. As a marriage of Rajput martial skill and Classical Indian splendor, it may be the Paramara Raj more than any other who offer the sub-continent it's deliverance from the the Muslim Invaders.

    Symbol




    Banners



    Map Region




    Units




    Mongols

    The wrath of the steppe has long been known, but never in the severity of the Mongols, never in the iron-discipline and skill of these masters of horse, masters of kings, masters of the world. There is no victory to be gained against them, only at best a delaying of the inevitable. A scourge sent by God to punish the wicked, the terrible fury of nature given human form.

    Units






    AOR Nobles

    Amongst even the proudest of cultures there are those who for various reasons are willing to serve their conqueror, finding little problem in the exchange of some distant, taxing monarch for another. And amongst even the most savage of conquerors there is a pragmatic wisdom that it is better to incorporate your newly conquered subjects into your administration in some way. In exchange for keeping their respective faith, retaining their feudal holdings, or simply working into the good graces of their new masters, these noblemen from Anatolia to India stand willing to fight for their King of Kings, Sultan of Sultans, Maharajas. Only the Latin Christians of Jerusalem refuse (out of arrogance, wisdom, or sense of purity of spirit) to enlist conquered Muslim Nobility, choosing instead to encourage immigration of Native Latins to newly wrested territory.





    [From left to right: Aznauri Knights, Chernye Klobuki, Aznvakan Horsemen]



    African Auxilia

    The bounty of the lands south of the Sudan is not exclusive to mineral and mammal, but the flesh and blood of man as well. Though a traditional source of slaves since ancient Egypt, the Arabs and Moors would cultivate the practice of using slave-warriors with a discipline and motivation to match Ghazi and crusader alike. Dressed in armors, weapons and fabrics undreamed of by many who wield it were they back home, these men fight as stalwart medium infantry. Though conversion to Islam is mandatory for a slave-warrior, as many of these soldiers were loyalists to the Fatimids, they stand willing to serve a master of any faith.



    [From left to right: Zanji Swordsmen-Muslim Auxilia, Abid' Al-Shira Spearmen - Christian Auxilia]


    Religious Supporter - Infantry

    The spirit of Holy War is not exclusive to the aristocracy, swelling the heart of common man to burst with the yearning for martyrdom. While untrained, undisciplined half-savage peasants may swarm forth from West and East, far more valuable are those who have prior martial experience and the means to procure a basic kit of armor and weapon. Such are the Mutatawwi'a and Crusading Sergeants: part time warrior, eternally faithful.


    [From left to right: Mutatawwi'a Warriors, Crusader Sergeants]


    Religious Supporters Cavalry

    Long has the world been claimed by the Equestrian Throne, and as conquest by the Rashidun Caliphate was won by speed of horse and spirit of faithful, so too was the conquests of the Holy Lands won on the Lance of many a Norman Knight. These men are not too different in makeup: Both drawn from the wide breadth of their ancestor's spread, both dressed in heavy armor with a penchant for the charge, both willing to fight and die for another Lord's cause if it is just and worthy of God's will to succeed.



    [From left to right: Askari Nobles, Norman Knights]



    Hospitaller Order


    [From left to right: Early Hospitaller Brother-Knight, Early Dismounted Hospitaller Brother-Knight, Knight of St. John (late period), Hospitaller Mounted Brother-Sergeant]


    Templar Order

    They may not have been about in the founding of the Kingdom of Jerusalem, but the Templars are well a reason it stands still today. Very well the best Christendom has to offer, these are men who willingly enslave themselves to God, possessing a carefully shaped fanaticism and willingness to die without hesitation if it might further the hold of Christendom on the Holy Lands.




    [From left to right: Early Templar, Dismounted Late Templar Knight, Templar Sergeant Spearmen]


    Teutonic Order

    This was a military-religious order of knights that restricted membership to Germans. They were part of the original Hospitallers, but under Hermann von Salza they split from the main branch and founded their own order, taking on a very distinctive white cloak bearing a stark black cross on the left shoulder. The Order was originally formed by German pilgrims and crusaders between 1120 and 1128 but destroyed following the fall of Jerusalem in 1187. With the coming of the knights of the Third Crusade two years later, including a large proportion of Germans, a new hospital was built outside Acre to succor those wounded in the siege.


    [From left to right: Teutonic Knight, Dismounted Teutonic Knight]

    DESKTOP BACKGROUND (1680x1050)

    New Generals and Captains


    [From left to right: KoJ general, *Ayyubid/Ghorid general, *Abbasid/Khwarezm/Ghorid/Ghazni captain, *Turkish general, *Ghazni/Oman general, *Khwarezm general]

    *contribution by B.Ward
    Last edited by wudang_clown; January 28, 2011 at 05:56 PM.

  4. #4
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    Default BROKEN CRESCENT: 2.0 + PATCH 2.02 Download, Installation instructions & Troubleshooting.

    Broken Crescent 2.02 Released




    What’s New
    What’s New


    BC 2.0 is the second in series of Broken Crescent mod development releases, and it features many new updates resulted from months of development. The most obvious changes from the first release will be the new and realistically inspired AOR system (Area of Recruitment) with over 40 new or newly edited units by Strelac and YeluDashi, newly configured faction recruitment system for player and AI, and various graphical contribution from community artist.
    In terms of game play, BC 2.02 features brand new unit balance system, and the newly adjusted diplomatic system. BC 2.02 embraces various suggestions, complaints and new ideas, by BC players and Dev team, to offer more polished and improved game play.

    More about the new release and unit preview can be found in this thread:
    2.02 Preview

    Credits for work done on 2.02
    Ahiga – Research Material and Unit Description, Fixing Bugs
    GrandViZ – Battle AI, Campaign AI and Diplomacy, Economy Model, Unit Costs, EDB Recruitment, Fixing Bugs, Campaign Script Updates, Release Support.
    Yellu Dashi – Mongol Units Models and Textures, Mongol Strategy Map Officers
    Miraj – Campaign Map, Character Stats
    Kinniken – Special tools for EDU stats generation and EDB Recruitment
    Strelac – AOR / Recruitment System, Unit Stats, New Unit Models and Textures, Fixing Bugs.

    Contributions by:
    Jermagon - New Muslim portraits.
    Bward – New Battle and Map Officers, Banner Templates
    Pacco – Large Kite and Teardrop ERE Shield Textures
    Leif_Ericson – Round ERE Shield Textures
    Vlad - Mongol banners
    Last edited by wudang_clown; January 28, 2011 at 05:58 PM.

  5. #5
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    Default BROKEN CRESCENT: 2.0 + PATCH 2.02 Preview, Download, Installation instructions & Troubleshooting.

    Broken Crescent 2.02 AOR REVISION Preview

    Spoiler Alert, click show to read: 
    Roman Empire

    Core Regions
    Attalia, Constantinople, Laodicea, Nicaea, Nicomedia, Smyrna, Amorium, Dorylaeum, Heraclea

    Border Regions
    Trabzan, Seleukeia, Sinop, Famagusta, Iraklion, Nicosia, Rhodes, Varna, Adana, Sis, Tarsus, Ankara, Konya, Aqmesqit





    Turkish Sultanate

    Core Regions
    Sivas, Kayseri, Kirsehir, Erzurum, Ankara, Konya, Karaman, Amasia, Dorylaeum, Amorium

    Border Regions
    Trabzan, Seleukeia, Sinop, Vahka, Diyarbakir, Malatya, Aleppo, Sis, Tarsus, Attalia, Heraclea, Nicaea, Nicomedia, Smyrna





    Kingdom of Armenia

    Core Regions
    Adana, Sis, Tarsus, Vahka, Van, Dvin

    Border Regions
    Trabzan, Seleukeia, Famagusta, Ani, Yerevan, Tabriz, Malatya, Sivas, Antioch, Erzurum, Karaman






    Kingdom of Jerusalem

    Core Regions
    Acre, Antioch, Jaffa, Tortosa, Tripoli, Tyre, Jerusalem, Kerak

    Border Regions
    Adana, Sis, Hama, Baalbek, Gaza, Famagusta, Nicosia, Edessa





    Ayyubid Sultanate

    Core Regions
    Alexandria, Damyut, Bilbeis, Qahira, Luxor, Gaza, Jerusalem, Damascus, Homs, Baalbek

    Border Regions
    Aswan, Tayma, Kerak, Acre, Jaffa, Tortosa, Tripoli, Tyre, Hama





    Kingdom of Makuria

    Core Regions
    Dongola, Faras, Axum, Meroe, Qasr Ibrim

    Border Regions
    Massawa, Debarwa, Aswan, Calula, Suqutra





    Kypchak Confederacy

    Core Regions
    Magas, Sarkel, Azaq, Caffa, Majar, Samander, Tmurtarakan

    Border Regions
    Aqmesqit, Belgorod, Derbent, Saqsin, Ryazan, Sokhumi, Tbilisi





    Kingdom of Georgia

    Core Regions
    Sokhumi, Tbilisi, Kutaisi, Telavi

    Border Regions
    Derbent, Magas, Majar, Tmurtarakan, Ani, Dvin, Yerevan, Baku, Ganja, Shamakha





    Abbasid Caliphate

    Core Regions
    Baghdad, Basra, Wasit, Anbar, Hillah, Samarra

    Border Regions
    Harran, Mosul, Kirkuk, Kermanshah, Ahwaz, Al Muharraq, Suhar





    Imamate of Oman

    Core Regions
    Nizwa, Muscat, Sur, Suhar, Gwadar

    Border Regions
    Al Muharraq, Hormuz, Bam, Saravan, Turbat, Salalah





    Great Seljuks

    Core Regions
    Ardabil, Qazvin, Yazd, Hamadan, Isfahan, Rayy, Kermanshah

    Border Regions
    Bagdhad, Kirkuk, Ahvaz, Tabriz, Baku, Ganja, Shamakha, Kerman, Sari, Damghan, Shiraz, Amol





    Khwarezm Shah and Mongols

    Core Regions
    Khiva, Urgench, Bukhara, Merv, Samarqand, Balkh, Termez

    Border Regions
    Astrakhan, Gorgan, Mashad, Nishapur, Tus, Herat, Firuzkuh





    Ghorid Sultanate

    Core Regions
    Kabul, Peshawar, Gardez, Ghazni

    Border Regions
    Bamiyan, Herat, Firuzkuh, Bost, Kandahar, Pindi, Quetta, Bela





    Sultanate of Ghazni

    Core Regions
    Kabul, Bamiyan, Gardez, Ghazni

    Border Regions
    Peshawar, Herat, Firuzkuh, Bost, Kandahar, Quetta, Bela, Mitankot





    Malikate of Sindh

    Core Regions
    Mansura, Thatta, Sukkur, Kolachee, Uch

    Border Regions
    Somnath, Kutch, Ajmer, Mitankot, Multan, Lahore





    Chauhan Rajputs

    Core Regions
    Delhi, Jalandhar, Kalinjar, Kannauj, Thanesar


    Border Regions
    Ajmer, Multan, Lahore, Gwalior





    Solanki Rajputs

    Core Regions
    Dhar, Anhilvara, Mumba, Gwalior, Kutch, Somnath

    Border Regions
    Thatta, Ajmer, Delhi, Kalinjar, Kannauj

    Last edited by wudang_clown; November 09, 2009 at 02:38 AM.

  6. #6
    wudang_clown's Avatar Fire Is Inspirational
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    Default Re: BROKEN CRESCENT: The Team and Credits

    BROKEN CRESCENT 3.0 DEVELOPERS & CONTRIBUTORS

    Alejandro Sanchez – research and gameplay ideas

    ALFAJI - research and gameplay ideas

    Augustus Lucifer – general scripting support

    Babur - research

    BURNY26 - modelling and skinning

    ChivalrousKiller - research for Kingdom of Jerusalem

    Chromagnon2 - Unit textures

    Eisberg – research and gameplay ideas

    FXR - modelling

    gaius valerius – research and gameplay ideas

    gamegeek2 – units statistics

    General George Monck – mapping and gameplay ideas

    Hypno Kitty - music

    jkolosovski - strat map models

    Kavhan Isbul - research on Islamic weaponry and armour

    Lazy Knight - coding

    Lomisa - sketches for new units

    m_1512 -
    unit descriptions, research and realism, Chauhans, Paramaras, and Soomras

    MathiasOfAthens - mapping

    matmohair1 – research and gameplay ideas

    megalitho - battlefield settlements models, tech support

    OpiumGhost79 – research and gameplay ideas

    Quirl - 2D art

    retep219 – scripting and coding

    Skyn0s - Unit textures / User Interface

    sumskilz - unit making and historical research

    Takverely – research and gameplay ideas

    ThemalevolentKing - unit making

    Turambar and death - modeling

    Tureuki – research and gameplay ideas

    uanime5 – scripting and coding

    valachian shepherd - research and gameplay ideas

    Vardan the Great - research and gameplay ideas

    Vaz – coding and gameplay ideas

    WarlordZ - research and gameplay ideas

    Wert - research and gameplay ideas

    wudang_clown – team leader, research and gameplay ideas

    y2day – 2D art

    Yelü Dashi – research and gameplay ideas; texturing and modelling
    Last edited by wudang_clown; August 31, 2011 at 10:50 AM.

    Under the patronage of m_1512

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